﻿using UnityEngine;

namespace UniFramework.Skill
{
	[System.Serializable]
	public class SkillBaseConfigNode
	{
		[Tooltip("技能唯一ID，全局不可重复")] public int skillId;
		[Tooltip("技能名称")] public string skillName;
		[Tooltip("技能详细说明")] public string skillDesc;
		[Tooltip("技能类型标签")] public string skillTag;
		[Tooltip("释放技能所需的魔法值")] public int needMagicValue;
		[Tooltip("前摇时长")] public int skillSnakeBeforeTimeMs;
		[Tooltip("后摇时长")] public int skillSnakeAfterTimeMs;
		[Tooltip("技能冷却时间")] public int skillCdTimeMs;
		[Tooltip("下一击技能ID")] public int nextSkillId;
		[Tooltip("可打断本技能的标签列表")] public string[] canInterruptTags;
		[Tooltip("技能结束条件枚举值，对应技能系统定义")] public int skillEndCondition;
		[Tooltip("技能持续的总逻辑帧数")] public int totalLogicFrame;
	}
}